Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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If I'm not mistaken, many years ago, on the official AC forum, one of the game developers explained the meaning of the "aggression" slider. According to him, "aggression" affects how much the bots will go beyond their prescribed racing trajectory. This has nothing to do with defending against the player or attacking the player. Again, if my memory serves me right.
You are kinda right - in my experience on high aggression they do not move away from their lanes at all, so if you try to dive them they do not move away and hence it is harder to overtake them. At least that was my experience and it seems that is what the dev meant.
They do not actively defend against the player, that is true.
 
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yeah, it works :-) some other corrections and the skin will get an update :-)

Screenshot_lp_amv_gt3_industrial_27-0-125-22-37-56.jpg
 
@JK1977 please note these glass settings and consider updating your cars with them (and using it for future cars). The milky highly-reflective settings you normally use can look quite odd. These are subjectively better.
@JK1977 For what it's worth, I personally prefer your original glass settings...for me, with the "revised" settings, it looks like there's no glass at all in replays.
 
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Appreciate your response once again mate!

Every glass is set to alpha blend with transparency=yes
Every bulb/bulb support/housing is set to opaque with transparency=no

Also, since I edited the rear tail & brake lights with lights.ini, they work only in CM Showroom. In game there's still no result. See how it looks in-game and CM Showroom below: (central brake light does not light up in CM because it's setup in ext_config and they work not like the tails).
View attachment 1424078
View attachment 1424079
Kinda lost on what's happening now...

Hijacking this because first couple of times I asked about that I got ignored lol

I have the same problem with two cars I'm working on, headlights don't work in game but they do in CM showroom. No refracting or emissive stuff, just some basic lights.
Confused Power Rangers GIF


"Congratulations. You have reached the end of my knowledge. For more information, please contact technical support"
 
That's what I forgot.
Where can I get this menu to appear (mirror editing)?
I had activated it a while ago, but I don't remember it anymore.

If you could show me a (print) where it is in the (CSP), I'd appreciate it.
I found it by opening up the full app task bar on the right, then clicking on App Shelf, and scrolling to the Car Mirrors app (see small window on the far left of my screen). From that point on, the Car Mirrors app will reside in the primary app list on the far right.

1738022173474.png

About the Copersucar sound (cuts in the turns), I'll see what I can improve (maybe by modifying the "sfx" file) or the "sounds" file in the "Data" folder with something else.
Sure.. there was another suggestion that the engine and rev limit sound need to match, or the limit should not be exceeded.
 
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Confused Power Rangers GIF


"Congratulations. You have reached the end of my knowledge. For more information, please contact technical support"
Solved!! In the end it was another rookie mistake: lights and brakes numbering in the headers + some mesh issues with the materials of those specific parts. I'm now working with the self-lighting and tweaking some parameters.

I will finish with adjusting some data and physics parameters and the car will be pretty much wrapped up! I'll share it here with y'all to give it a try and let me know any issue! Until now, i'm pretty happy with how this is turning out as my second ever mod.
1738024342161.png


Once again thanks for your help!
 
yes, i play on 100% difficulty, 2nd, 3rd and all the rest are pretty tight (not counting those who crash/fly off). the first one stands out, of course not every time, but he (sometimes it's tvr, sometimes alpha, sometimes mustang) is doing about 8:05 laps, when the others

are doing 8:20, and often worse, 8:25 and slower. in the thread user exva wrote that it's AC's fault, and he often has this with different cars.
I was running graphic tests and give the GTC60s a ride on the Nord. My leader is 3 secs away from the second place and third place, but the back of the pack is indeed 20 seconds behind.

Otherwise my TVRs are running at 8:20, the Alfas leading at 8.08.

The Simcas 8'30, Porsche 904 8'25, the 906 8'18

So, apart from your Champion running at 8'05, seems normal to me!

Here is the AI for Oesterreichring 1979
Oh i forgot, the 2 Dundrod versions (Weikangcai conversion and Usual Suspects i think) are extremely fun tracks and they would be a blast with a faster AI, if you find time for them👍.

They should be on the @Breathe Listing

I saved the Wekangcai version on mediafire in case it went missing again

I personnally enjoy running 50s to very early 60s cars on them (it's not challenging with grippy cars), but especially for the Wekangcai version, i'll take anything.

Also, one of the most beautiful tracks released needs a huge fastlane boost :


(The link of the reboot track is in the skin folder)

The bump after the straight kicks fast cars out in the sand, which makes for precious moments of hilarity but very short races. The slower cars are not impacted, but overall the AI is struggling hard.



Thanks in advance!
 
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Good evening.
I thought someone had already adapted this Jaguar model (XJR8-LM) (by RTM, original XJR9-LM covered wheels).

Adaptation, uncovered rear wheels.
I decided to make a simple adaptation to the model (as well as the skins) from the Le Mans race (1987).

It would still have to be improved, but it's a good start.
 

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Does anyone know how to increase the steering effort on the cars? There is a Ferrari 312P Monza (1972) done by MrLonguinha17 that I would like to drive but the steering is way to light. Bazza's 312P has a much better feel (stiffer).

Thank you
 
I did some blender work on a car and exported out to kseditor and then out to kn5.Now the steering wheel rotates on the wrong axis.
Looking in kseditor shows it has the y axis pointing back instead of up.So Blender somehow changed the axis of rotation 90 degrees.

In Blender,everything looks fine and the wheel rotates correctly.I did futz around with it while modelling.It was wobbly and I corrected the wobble.Now its wrong in the game and showroom.
Whut have I done wrong?
 
I have been trying different physics creators and have a few 1-month trials from Alex Zgush's Patreon who is doing very interesting work, focussing on Porsches - his 718 Boxster GTS is interesting, hopefully he'll adjust the model as well not just the physics. DM I'll send link.
 
Does anyone know how to increase the steering effort on the cars? There is a Ferrari 312P Monza (1972) done by MrLonguinha17 that I would like to drive but the steering is way to light. Bazza's 312P has a much better feel (stiffer).

Thank you
The FFB app. increase the gain. The settings will save per car.

An essential app, along with the viewport adjuster. First two things I do with literally every car when driving for the first time - get the FFB torque window correct, and get the FOV right so my wheel matches the in-game wheel.
 
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[EDIT]
Also, one of the most beautiful tracks released needs a huge fastlane boost :

[EDIT]
RT Oulton literally has no hints.
 
Good evening.
I thought someone had already adapted this Jaguar model (XJR8-LM) (by RTM, original XJR9-LM covered wheels).

Adaptation, uncovered rear wheels.
I decided to make a simple adaptation to the model (as well as the skins) from the Le Mans race (1987).

It would still have to be improved, but it's a good start.
Gotchu fam, two cars, four variants (thanks ext_config). PC2 model with FM (or GT?) LM wing

preview.jpg

preview.jpg

preview.jpg

preview.jpg


Maybe it'll come out one day
 
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X90
The FFB app. increase the gain. The settings will save per car.

An essential app, along with the viewport adjuster. First two things I do with literally every car when driving for the first time - get the FFB torque window correct, and get the FOV right so my wheel matches the in-game wheel.
Hi. Where is the force feedback app please. Thanks.
 
I was looking for recreating the Crystal Palace WSC race from 1968 http://www.wsrp.cz/natgb1968.html#15

Just to see if it would be fun, but instead i found out about this weird one :
fia00053-2-3774483616.jpg

Marco-Annunziata-ABARTH-1000-SP-46-20-2000x1333.jpg

The Fiat Abarth 1000 SP, little article here : https://petrolicious.com/articles/t...-raced-around-europe-for-decades-and-counting

Gallery here (with the actual super bare bone racing ones from 66) https://www.supercars.net/blog/1966-fiat-abarth-1000-sp-gallery/

I didn't find any mod of it, but it looks like it could be a fun project. Anyway, if anyone heard of something close to replace it, i'm taking the bet.



@alexlockout (it looks a little like the lotus 23 doesn't it?) & @Alguecool
 
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updated the skin to 1.1

  • corrected GoodYear ad on the front
  • corrected green stripes on splitter, skirts and diffusor
  • added illuminated numplates via CSP-CustomEmissive

amv.png
 
I did not test it during a race, but during the qualifying session.
With the original pitlane.ai, AI cars do not pit during the qualifying, their fuel level decrease to 1 liter and stay like this until the end of the session.
With the new pitlane.ai, they pit after 4 -5 laps.

I agree with you regarding a race without pitstops. It's like something is missing.

Still not pitting in the race. Just tested a full 20 laps race with your new settings and parked my car on the grass before the pitlane and waited til the end. Not one car pitted.

They should run out of fuel with my car settings but they won't. They continue til' the end without pitting with fuel amount that should be insufficient. But it's not a huge issue as I can keep this as a 15 lap race instead of 20. Still weird... never seen this happen in any other track.

Fastlane is amazing though.Thanks.
 
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Silly question, but can someone help me with downloading a chinese mod? Saw the release yesterday on Bilibili, but to download the mod its through the pan.baidu cloud service, for which you need an account, with a chinese phone number.

I used to have a method to download them but the software is no longer working for some reason.

If anyone knows a method or has a chinese friend who can download it for me it would be amazing!

This is the mod:

And the download site:
https://pan.baidu.com/s/1p_P6mbgkyKEdNGPfQocJSQ (key: nasb)
 
well this will never work right if the shader is an *AT
BLEND_MODE= ALPHA_BLEND
IS_TRANSPARENT= 0 ; blend needs tansp 1

as well this cant be good
DEPTH_MODE= LESSEQUAL
I found this statement and simply tried to deleted any reference to grooves or skidmarks from "MATERIAL=" and the issue was gone.

There is also the same issue if MATERIALS points to grooves or skidmarks in a statement like

[SHADER_REPLACEMENT_...]
ACTIVE=1
DESCRIPTION= shadows cast on white lines
MATERIALS= xxx
BLEND_MODE = ALPHA_TEST
IS_TRANSPARENT = 0
 
I was looking for recreating the Crystal Palace WSC race from 1968 http://www.wsrp.cz/natgb1968.html#15

Just to see if it would be fun, but instead i found out about this weird one :
View attachment 1424352
View attachment 1424354
The Fiat Abarth 1000 SP, little article here : https://petrolicious.com/articles/t...-raced-around-europe-for-decades-and-counting

Gallery here (with the actual super bare bone racing ones from 66) https://www.supercars.net/blog/1966-fiat-abarth-1000-sp-gallery/

I didn't find any mod of it, but it looks like it could be a fun project. Anyway, if anyone heard of something close to replace it, i'm taking the bet.



@alexlockout (it looks a little like the lotus 23 doesn't it?) & @Alguecool
Busy. Too many cars to do already :dunce: Sorry Abarth, many next time
 
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